This commit is contained in:
Dave Schuyler 2005-10-10 22:02:06 +00:00
parent c2055c56f9
commit c367444488

View File

@ -517,42 +517,6 @@ class GravityWalker(DirectObject.DirectObject):
Vec3.right() * slideDistance)
if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
if 0:
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
step=(self.priorParent * dt) + rotMat.xform(self.vel)
self.avatarNodePath.setFluidPos(Point3(
self.avatarNodePath.getPos()+step))
if 0:
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), self.lifter.getContactNormal())
step=rotMat.xform(self.vel) + (self.priorParent * dt)
self.avatarNodePath.setFluidPos(Point3(
self.avatarNodePath.getPos()+step))
if 0:
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
forward = Vec3(rotMat.xform(Vec3.forward()))
up = Vec3(rotMat.xform(self.lifter.getContactNormal()))
rotMat2=Mat3()
headsUp(rotMat2, forward, up)
#rotMat2=Mat3.rotateMatNormaxis(0.0, )
step=rotMat2.xform(self.vel) + (self.priorParent * dt)
if 0:
onScreenDebug.add("a getH()", self.avatarNodePath.getH())
onScreenDebug.add("a forward", forward.pPrintValues())
onScreenDebug.add("a up", up.pPrintValues())
onScreenDebug.add("a Vec3.forward()", Vec3.forward().pPrintValues())
onScreenDebug.add("a Vec3.up()", Vec3.up().pPrintValues())
onScreenDebug.add("a Vec3.right()", Vec3.right().pPrintValues())
onScreenDebug.add("a contactNormal()", self.lifter.getContactNormal().pPrintValues())
onScreenDebug.add("a rotMat", rotMat.pPrintValues())
onScreenDebug.add("a rotMat2", rotMat2.pPrintValues())
self.avatarNodePath.setFluidPos(Point3(
self.avatarNodePath.getPos()+step))
if 1:
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
@ -564,47 +528,20 @@ class GravityWalker(DirectObject.DirectObject):
step=self.vel + (self.priorParent * dt)
self.avatarNodePath.setFluidPos(Point3(
self.avatarNodePath.getPos()+step))
if 0:
if 1:
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
forward = Vec3(rotMat.xform(Vec3.forward()))
right = Vec3(rotMat.xform(Vec3.right()))
up = Vec3(rotMat.xform(self.lifter.getContactNormal()))
rotMat2=Mat3()
headsUp(rotMat2, up, right)
newForward = Vec3(rotMat2.xform(Vec3.right()))
newRight = Vec3(rotMat2.xform(Vec3.up()))
if 1:
onScreenDebug.add("a getH()", self.avatarNodePath.getH())
onScreenDebug.add("a forward", forward.pPrintValues())
onScreenDebug.add("a up", up.pPrintValues())
onScreenDebug.add("a Vec3.forward()", Vec3.forward().pPrintValues())
onScreenDebug.add("a Vec3.up()", Vec3.up().pPrintValues())
onScreenDebug.add("a Vec3.right()", Vec3.right().pPrintValues())
onScreenDebug.add("a contactNormal()", self.lifter.getContactNormal().pPrintValues())
onScreenDebug.add("a rotMat", rotMat.pPrintValues())
onScreenDebug.add("a rotMat2", rotMat2.pPrintValues())
onScreenDebug.add("b newForward", newForward.pPrintValues())
onScreenDebug.add("b newRight", newRight.pPrintValues())
self.vel=Vec3(newForward * distance +
newRight * slideDistance)
forward = self.lifter.getContactNormal().cross(Vec3.right())
forward = Vec3(rotMat.xform(forward))
self.vel=Vec3(forward * distance)
if slideDistance:
right = forward.cross(self.lifter.getContactNormal())
right = Vec3(rotMat.xform(Vec3.right()))
self.vel=Vec3(self.vel + right * slideDistance)
step=self.vel + (self.priorParent * dt)
self.avatarNodePath.setFluidPos(Point3(
self.avatarNodePath.getPos()+step))
if 0:
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
forward = Vec3(rotMat.xform(Vec3.forward()))
up = Vec3(rotMat.xform(self.lifter.getContactNormal()))
rotMat2=Mat3()
forward.setZ(forward.getZ() * up.getZ())
#rotMat2=Mat3.rotateMatNormaxis(0.0, )
#step=rotMat2.xform(self.vel) + (self.priorParent * dt)
step=rotMat.xform(self.vel) + (self.priorParent * dt)
self.avatarNodePath.setFluidPos(Point3(
self.avatarNodePath.getPos()+step))
self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
else:
self.vel.set(0.0, 0.0, 0.0)